I am starting to design a game, and have some questions that I would like to get answered before choosing a game engine.
I am designing an RPG, which will be using Mageslayer-style graphics. What I mean by that is that it will use a 3d game world, seen from a top-down perspective. But all objects (PCs, NPCs, treasure chests, fireballs, etc) will be 2d sprites.
My questions are:
Is this combination doable in unity?
Is there any area (collision detection, lightning, pathfinding, etc) where I might run into problems due to the 2d/3d combination?
Would it be possible to add a “Height” property to my 2d sprites, and use that for creating basic shadows based on the location from light sources? (I would create a list of base shadow shapes, and then calculate the actual shadow from that shape, modified by the geometry of the object and the angle from the light source)
Hehe yes, seriously, sprites. Top-down sprites means I can just rotate them, so I don’t need so many for each object that I want to animate, thus keeping the design cost for each object low.
But really, I am totally new to graphics design/programming. I am currently trying to figure out whether to use vector or raster sprites. The more I read, the more I’m leaning towards vector… What do you think?
I would also be interested in this, but more like in Doom or Wolfenstein 3D.
I’ve read a little about SpriteManager but near as I can tell, that’s for a fully 2D view, no mixing and matching.
So far, the best I’ve got is to attach a flattened box to the object, use
transform.LookAt (camera); to keep it oriented
and use
mainTextureOffset = Vector2 ((f%tileX)/tileX, Mathf.Floor(f/tileX)/tileY);
to set it to a frame. (Where tileX and tileY define the number of tiles in the source image.)
In my case the pixellated look is part of what I’m going for, so I haven’t looked into vector sprites.